Tagged "sega genesis"


Map Formats and Importing Levels for Genesis

There are a ton of to be taken into account when picking level formats for a game. For example, designers need to consider what information is needed, how it is accessed, and how much space budget there is for it.
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Pushing the Sega Genesis to Its Limits

All of this information is getting pulled from the following series of videos. If you are planning on doing anything along these lines, it is a great idea to not only read this document, but also watch the videos that are being referenced. They break down how to do these effects piece by piece in order to achieve these impressive effects: https://www.youtube.com/playlist?list=PLi29TNPrdbwJLiB-VcWSSg-3iNTGJnn_L   2-Color 60FPS Full Screen Animations https://youtu.be/c-aQvP7CUAI   Doing a full screen animation, even at two colors, at 60 frames per second would obviously be way too large to fit on a Genesis game. Even with compression it...
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Enemy Design 201 - Lethal Wedding

The second in a series about designing enemy concepts and behavior, using examples from Lethal Wedding.
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We Got Dungeons - Dev Log 5

Happy Holidays and welcome back to the dev log for our upcoming game We Got Dungeons! Today we'll talk a little about the AI of the NPCs. We talked about many different ways of approaching the AI in our game. Through our discussions we realized that what we wanted is a couple of things from our enemies. First and foremost they should be consistent. This might run counter to intuition but ultimately, what good AI should do is not "outsmart" the player, it should instead give the player a sense of accomplishment and strategic mastery. This cannot be achieved if...
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We Got Dungeons - Dev Log 4

Hello everyone and welcome back to the We Got Dungeons dev log! Today we will be talking about path-finding! First of all lets talk about why we need path-finding. Lets see what happens if we just completely throw path-finding out of the window and try to move the character somewhere on screen.
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